GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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One roll is required every five minutes, or whenever execut ing<br />
a difficult maneuver. On a failure, the dress fills with water and<br />
the diver must swim to the surface, at -2 to Swimming skill. On a<br />
critical failure of either the Diving or Swimming roll, he is tangled<br />
in his lines and cannot get up. Unless his handlers pull him up,<br />
he is doomed.<br />
Orienteering/TL (Mental/Average) Defaults to IQ-5<br />
or Navigation-2<br />
This is the ability to locate oneself with respect to terrain (the<br />
U.S. military calls this "land navigation"). Orienteering rolls are -<br />
1 to -10 (GM's discretion) for being in an unfamiliar area. It is<br />
much harder to locate oneself in the Arctic barrens than in<br />
downtown Cleveland!<br />
Modifiers: Orienteering rolls are +1 for an accurate map, a<br />
compass or clear view of the sun or stars and at least one hour to<br />
make observations (these bonuses are not cumulative); +3 if you<br />
have Absolute Direction, or are using a high-tech global positioning<br />
system or inertial compass.<br />
Skating (Physical/Hard)<br />
See p. 132 under Athletic Skills.<br />
Surveying/TL (Mental/Average)<br />
See p. 158 under Scientific Skills.<br />
Defaults to DX-6<br />
Defaults to IQ-5<br />
Survival (Urban) (Mental/Average) Defaults to IQ-5<br />
This talent covers the physical part of staying alive in a city<br />
environment, whether it's overpopulated or empty. The social<br />
problems of city survival are covered by the Streetwise skill. A<br />
specialist in Urban Survival could (for instance) find clean rainwater;<br />
locate manholes from above or below; quickly locate<br />
building entrances, exits, stairwells, and so on; recognize and<br />
avoid physically dangerous areas, like crumbling buildings;<br />
make and read city maps, and find his way out of strange city<br />
areas; find a warm place to sleep outside in cold weather; and<br />
locate common types of buildings or businesses without asking<br />
anyone, just by his "feel" for the way cities are laid out.<br />
PROFESSIONAL SKILLS<br />
Abacus (Mental/Average)<br />
No default<br />
This skill allows you to use an abacus to perform calculations.<br />
Simple problems can be solved in one second and difficult ones<br />
in two seconds; complex problems will take at least five seconds,<br />
and often more. A failure with this skill produces an obvious<br />
wrong answer. A critical success with this skill will halve the<br />
computation time for all but simple problems; a critical failure<br />
will cause a subtle error that looks like a right answer.<br />
Aviation/TL (Mental/Average) Defaults to IQ-5<br />
Professional aviators require a body of additional knowledge<br />
beyond that required to steer the vehicle. This normally covers<br />
the basics of map reading and navigation, practical meteorology,<br />
aerial laws and regulations, and so on.<br />
Bartender (Mental/Average) Defaults to Carousing-3<br />
This skill incorporates knowledge of stocking and maintaining<br />
a professional-quality bar, in addition to knowing how to mix a<br />
variety of drinks.<br />
A professional bartender also knows how to interact with customers<br />
in a professional yet friendly way - including the ability to<br />
calm down unruly drunks before the bouncer needs to get involved.<br />
At higher levels, the skill takes on an element of showmanship,<br />
allowing the bartender to present the drinks in unique and attractive<br />
ways, and to mix them with showy tricks and flourishes.<br />
Finally, a bartender will have a working knowledge of local<br />
laws relating to alcohol trade and consumption, and will be able<br />
to accurately gauge the intoxication level of any given customer.<br />
Courtesan (Mental/Average)<br />
Defaults to<br />
Savoir-Faire-5<br />
This skill represents the business side of high-class prostitution<br />
(and is quite different from Professional skill:<br />
Streetwalker). It involves knowing and avoiding entanglements<br />
with the law or organized crime, making professional contacts,<br />
calming or escaping from unruly or dangerous customers, and<br />
various techniques of professional seduction. It also includes a<br />
detailed knowledge of birth control and disease prevention techniques<br />
available at the character's culture and tech level.<br />
Cyberdeck Operation/TL (Mental/Very Hard)<br />
Defaults to Computer Operation-8<br />
This is the ability to operate a neurally-controlled cyberdeck; it<br />
exists only in worlds where there is a Net. It controls how well<br />
you move through the Net, how many programs you can control<br />
at once, and many other variables. See Chapter 3 of <strong>GURPS</strong><br />
Cyberpunk for more information.<br />
In order to manipulate the Net in ways the original programmers<br />
did not intend, you will need both this skill and<br />
Computer Hacking (p. 155). When you are hacking on the Net,<br />
your effective Cyberdeck Operation skill cannot be greater than<br />
your Hacking skill.<br />
Exorcism (Mental/Hard)<br />
Defaults to IQ-6 or Theology-3<br />
To drive a spirit from its possessed victim or its haunt<br />
requires an exorcism. Someone without the Clerical Investment<br />
advantage takes a -4 to his Exorcism skill or default when performing<br />
the ritual - he may understand the ritual, but he lacks a<br />
priest's holy support. A NPC clergyman will usually perform<br />
this ritual for free, if the players can convince him that the person<br />
or location is actually possessed.<br />
Exorcism is not a magical skill; it is a religious skill involving<br />
a complex ritual (although, depending upon the originating<br />
culture of the spirit, it might be performed with equal efficiency<br />
by a Malay witch-doctor or a Catholic priest). The length of<br />
the ritual depends on the HT of the spirit (generally 15 minutes<br />
for every 1 HT possessed by the spirit). Upon completion of<br />
the ritual, the exorcist rolls against his Exorcism skill or<br />
default value. Some spirits will wait patiently through the ritual,<br />
anticipating the combat to come; others will try to distract or<br />
disable the exorcist before the ritual can be completed. If the<br />
Exorcism roll fails, the spirit remains, and the exorcist must<br />
wait at least a week before repeating the ritual. On a critical<br />
failure, the exorcist rolls on the Fright Check table (see p. B94),<br />
adding 10 to his die roll. Furthermore, even if he keeps his<br />
sanity, he may never attempt to exorcise this particular spirit<br />
again.<br />
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